Initialer Upload neues Unity-Projekt
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using UnityEditor;
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using UnityEngine;
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namespace Oculus.Interaction.Editor
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{
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[CanEditMultipleObjects]
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[CustomEditor(typeof(ConicalFrustum))]
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public class ConicalFrustumEditor : UnityEditor.Editor
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{
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private ConicalFrustum _frustum;
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private SerializedProperty _minLengthProperty;
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private SerializedProperty _maxLengthProperty;
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private const float SURFACE_SPACING = 10f;
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private void Awake()
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{
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_frustum = target as ConicalFrustum;
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_minLengthProperty = serializedObject.FindProperty("_minLength");
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_maxLengthProperty = serializedObject.FindProperty("_maxLength");
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}
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private void OnSceneGUI()
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{
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if (Event.current.type == EventType.Repaint)
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{
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Handles.color = EditorConstants.PRIMARY_COLOR;
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DrawConeFrustrum();
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}
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}
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private void DrawConeFrustrum()
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{
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Vector3 origin = _frustum.Pose.position;
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Vector3 direction = _frustum.Pose.forward;
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Vector3 tangent = _frustum.Pose.up;
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float minLength = _minLengthProperty.floatValue;
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float maxLength = _maxLengthProperty.floatValue;
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Vector3 start = origin + direction * minLength;
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Vector3 end = origin + direction * maxLength;
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float minRadius = _frustum.ConeFrustumRadiusAtLength(minLength);
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float maxRadius = _frustum.ConeFrustumRadiusAtLength(maxLength);
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Handles.DrawLine(start, end);
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for (float i = 0; i < 360; i += SURFACE_SPACING)
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{
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Vector3 rotatedTangent = Quaternion.AngleAxis(i, direction) * tangent;
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Handles.DrawLine(
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start + rotatedTangent * minRadius,
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end + rotatedTangent * maxRadius);
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}
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Handles.DrawWireDisc(start, direction, minRadius);
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Handles.DrawWireDisc(end, direction, maxRadius);
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}
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}
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}
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fileFormatVersion: 2
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guid: f7a5cb795adad5546a86a929a3211ab3
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,87 @@
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using UnityEditor;
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using UnityEngine;
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namespace Oculus.Interaction.Editor
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{
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[CanEditMultipleObjects]
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[CustomEditor(typeof(HandWristOffset))]
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public class HandWristOffsetEditor : UnityEditor.Editor
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{
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private HandWristOffset _wristOffset;
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private SerializedProperty _offsetPositionProperty;
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private SerializedProperty _rotationProperty;
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private Pose _cachedPose;
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private void Awake()
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{
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_wristOffset = target as HandWristOffset;
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_offsetPositionProperty = serializedObject.FindProperty("_offset");
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_rotationProperty = serializedObject.FindProperty("_rotation");
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}
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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_offsetPositionProperty.vector3Value = EditorGUILayout.Vector3Field("Offset", _offsetPositionProperty.vector3Value);
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Vector3 euler = EditorGUILayout.Vector3Field("Rotation", _rotationProperty.quaternionValue.eulerAngles);
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_rotationProperty.quaternionValue = Quaternion.Euler(euler);
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serializedObject.ApplyModifiedProperties();
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}
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private void OnSceneGUI()
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{
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_cachedPose.position = _wristOffset.Offset;
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_cachedPose.rotation = _wristOffset.Rotation;
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Pose wristPose = _wristOffset.transform.GetPose();
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_cachedPose.Postmultiply(wristPose);
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DrawAxis(_cachedPose);
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}
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private void DrawAxis(in Pose pose)
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{
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float scale = HandleUtility.GetHandleSize(pose.position);
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#if UNITY_2020_2_OR_NEWER
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Handles.color = Color.red;
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Handles.DrawLine(pose.position, pose.position + pose.right * scale, EditorConstants.LINE_THICKNESS);
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Handles.color = Color.green;
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Handles.DrawLine(pose.position, pose.position + pose.up * scale, EditorConstants.LINE_THICKNESS);
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Handles.color = Color.blue;
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Handles.DrawLine(pose.position, pose.position + pose.forward * scale, EditorConstants.LINE_THICKNESS);
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#else
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Handles.color = Color.red;
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Handles.DrawLine(pose.position, pose.position + pose.right * scale);
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Handles.color = Color.green;
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Handles.DrawLine(pose.position, pose.position + pose.up * scale);
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Handles.color = Color.blue;
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Handles.DrawLine(pose.position, pose.position + pose.forward * scale);
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#endif
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
|
||||
guid: 44f030f288c72ff40a4b63d93aa1bd67
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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||||
defaultReferences: []
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executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
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